Interactive communication system for communicating video game and karaoke software

ABSTRACT

An interactive communication system is proposed for communicating software of video games or karaoke music from a host facility or distributor to end users. The system includes a communication terminal device provided at the end user. The communication terminal device includes a computer and a device for performing interactive communication with the host facility. The communication terminal device also includes temporary storage device in which video game data or karaoke data received from the host facility is temporarily stored. Game data stored in the temporary storage device is automatically deleted after a predetermined time period. Instead of the data deletion, the system can block the view displayed on the screen of the terminal device when a predetermined time has elapsed. The game data can be transmitted from broadcasting station to the terminal device via broadcasting wave.

This is a Continuation-in-Part of application Ser. No. 08/232,862 filedApr. 25, 1994, now U.S. Pat. No. 5,489,103.

FIELD OF THE INVENTION

This invention relates to an interactive communication system forcommunicating software of video game and karaoke from a host facility tocommunication terminal devices.

BACKGROUND OF THE INVENTION

Video games have become very popular family entertainment. In order toplay a video game, a game cassette is first installed in a video gamemachine body. Game data, contained in the cassette and including videoinformation or video plus audio information, is read out and output to acommon television receiver. Accordingly, the one who wishes to play avideo game must have a video game machine and a game cassette, besideshis television set. Once he installed the game cassette containing thegame he chose to play, he can play the game whenever and as many timesas he wishes.

However, there lies a problem: the player has to purchase each and everygame cassette he wishes to play, which is very costly. For all theadvantage that the player can play the game repeatedly, he may soon gettired of the game, or the game content may not be oriented for repeatedplay.

Another entertainment increasing in popularity is "karaoke", i.e.singing to recorded instrumental accompaniment. More and more "karaokebars" can be seen in major cities, and karaoke apparatus for domesticuse are also widely accepted. Such a family karaoke apparatus needs, bydefinition, karaoke music software among various forms of softwareavailable in the marketplace, such as video disk and video tapecontaining video plus audio information, or music tape containing onlyaudio information. The karaoke singers, tempted by changes in the updatemusic trend, tend to purchase newly available karaoke data one afteranother. There arise problems of accumulated expenditure and limitedstorage space for the increasing software.

SUMMARY OF THE INVENTION

Wherefore, an object of this invention is to provide an interactivecommunication system in which software of video game and karaoke arecommunicated via communication lines from a host facility to callingcommunication terminal devices at each individual home.

In order to attain the stated object, a communication terminal deviceaccording to the present invention includes communication meansconnected to communication lines, for sending out or receiving data, andcomputer for outputting control instructions to the communication means,and outputting or inputting data to or from the communication lines viathe communication means. The communication terminal device furtherincludes temporary storage means for temporarily storing the datainputted from the communication lines if the data inputted is game dataincluding video information or video plus audio information, and gamedata outputting means included in the computer, for outputting, if thedata stored in the temporary storage means is game data, the game datato integral or external display means, and, if the game data alsoincludes audio information, to integral or external sound generatingmeans.

In this way, the computer controls the communication means by supplyingcontrol instructions thereto. Data is thus sent out, under the controlby the computer, via the communication means and the communicationlines, or received via the communication lines and the communicationmeans.

When the data input from the communication lines is a game data, thetemporary storage means temporarily stores the game data, which is thenoutput by the game data outputting means to display means. The displaymeans may be provided on the communication terminal device or providedexternally. If the game data also includes audio information, the gamedata is also output to sound generating means. The sound generatingmeans may also be provided on the communication terminal device orprovided externally.

From another aspect of the invention, the computer includes print dataoutputting means to output print data to printing means provided on thecomputer or provided externally. Thereby, the data stored in thecomputer can be printed out by the printing means. For example, when theplayer wishes to quit the play, the current status of the game progress,e.g. which player corresponds to which character in the game, or the topscorer at the time, can be stored. When resuming the game, the playercan refer to the printed data.

From still another aspect of the invention, a communication systemaccording to the present invention includes the above describedcommunication terminal device and a host facility intercommunicablyconnected to the communication terminal device. When the communicationterminal device requests the host facility to provide a game data, thehost facility sends out the corresponding game data to the communicationterminal device via the communication lines. The game data, received atthe communication terminal device, is temporarily stored in thetemporary storage means.

From a further aspect of the invention, the game data stored in thetemporary storage means is deleted in a predetermined time period afterthe game data was received at the communication terminal device. Inorder to effect this deletion, the communication terminal device mayinclude control means which operates, responsive to receipt of the gamedata, to delete the game data after a predetermined time period.Alternatively, the host facility may send an instruction concerning thetime period, in addition to each game data it sends out. The latteralternative permits alteration of the time period with respect to eachgame.

By utilizing the communication system, the player need not purchase agame cassette or other software for playing video games, since the gamedata is provided by the host facility which received the game datarequest sent by the player from his communication terminal device.Further, the game data provided to the player is temporarily stored inthe temporary storage means of the communication terminal device,thereby releasing the host facility to serve other communicationterminal device requesting game data. The host facility is thus enabledto respond to a greater number of callers having communication terminaldevices.

Furthermore, the game data stored in the temporary storage means isdeleted in a predetermined time period after it was received at thecommunication terminal device. In other words, the useful life of thegame data at the communication terminal devices is limited. As a resultof this arrangement, in order to continue the game play at the end ofthe predetermined time period, the player again needs to request thegame data to the host facility. This arrangement is thereforeprerequisite so long as the game data transmission service is not freeof charge. In contrast, if it were possible to down-load the game datato the communication terminal device at the end of the player, he couldplay the game permanently without calling the host facility.Consequently, the service cost per each transmission would be higherthan the normal price of the game cassettes. The above describedarrangement solves this problem and meets the need of softwaredistributor.

The arrangement is also beneficial to the players since the service costper each transmission can be considerably lower than the price of eachgame cassette. Therefore, the game player who conventionally has to buyan expensive game cassette, even if he plays the game only once, can besatisfied with the reasonable cost of the transmission.

The arrangement proves its superiority also in respect of childdiscipline. Video game players are in most cases younger children, whooften become too much absorbed in playing video games to quit in themiddle thereof. The above arrangement according to the present inventionleaves these children no other choices but to quit the play when apredetermined time period has elapsed. Thus, the arrangement meets therising demand of the parents.

From still another aspect of the invention, a communication terminaldevice according to the present invention includes communication meansconnected to communication lines, for sending out or receiving data, andcomputer for outputting control instructions to the communication means,and outputting or inputting data to data to or from the communicationlines via the communication means. The communication terminal devicefurther includes temporary storage means for temporarily storing thedata inputted from the communication lines if the data inputted iskaraoke data including video information or video plus audioinformation, and karaoke data outputting means included in the computer,for outputting, if the data stored in the temporary storage means iskaraoke data, the karaoke data to integral or external sound generatingmeans, and, if the karaoke data also includes video information, tointegral or external display means.

When the data input from the communication lines is a karaoke data, thetemporary storage means temporarily stores the karaoke data, which isthen output by the karaoke data outputting means to sound generatingmeans. The sound generating means may be provided on the communicationterminal device or provided externally. If the karaoke data alsoincludes video information, the karaoke data is also output to displaymeans. The display means may also be provided on the communicationterminal device or provided externally.

From still further aspect of the invention, a communication systemaccording to the present invention includes the above describedcommunication terminal device and a host facility intercommunicablyconnected to the communication terminal device. When the communicationterminal device requests the host facility to provide a karaoke data,the host facility sends out the corresponding karaoke data to thecommunication terminal device via the communication lines. The karaokedata, received at the communication terminal device, is stored in thetemporary storage means.

By utilizing the communication system, the karaoke singer need notpurchase a video disk or other karaoke data software, since the karaokedata is provided by the host facility which received the karaoke datarequest sent by the singer from his communication terminal device.Further, the karaoke data provided to the singer is temporarily storedin the temporary storage means of the communication terminal device,thereby releasing the host facility to serve other communicationterminal device requesting karaoke data. The host facility is thusenabled to respond to a greater number of callers having communicationterminal devices.

Other objects, advantages and novel features of the invention willbecome apparent from the following detailed description of the inventionwhen considered in conjunction with the accompanying drawings, in whichlike reference characters designate the same or similar parts throughthe figures thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a communication terminal device accordingto the present invention;

FIG. 2 is a block diagram of a communication system including thecommunication terminal device shown in FIG. 1;

FIG. 3 is a flowchart of the process to call a host facility;

FIG. 4 is an example of screen display in accordance with the method ofoperation selection in the embodiment;

FIG. 5 is an example of screen display in accordance with the method offurther operation selection in the embodiment;

FIG. 6 is a flowchart of the process to be effected when playing a gameis requested at the communication terminal device;

FIG. 7 is a flowchart of the process to effect deletion of the gamedata;

FIGS. 8A through 8D are illustrations showing various forms of modifiedinterference means which interfere with the progress of game;

FIG. 9 is a flowchart of the game data deletion/restoration process;

FIG. 10 is a block diagram schematically showing the system consistingof a host facility and the communication terminal device for receivingthe game data from the host facility via wireless transmission; and

FIG. 11 is a block diagram schematically showing the system consistingof a broadcasting station and the communication terminal device forreceiving the game data from the broadcasting station.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

As shown in FIG. 2, the communication system according to the presentinvention includes a host facility 100, a personal communicator 1 ascommunication terminal device, and transmission paths 200 ascommunication lines.

The host facility 100 has game data base 101, karaoke data base 103 andother data base 105. The host facility 100 also has game datatransmitter 111, karaoke data transmitter 113 and other data transmitter115 to retrieve data from corresponding data base and transmit them. Thehost facility 100 further has control unit 120 to control thetransmitters 111, 113 and 115, and a headend 130 to output or inputsignals.

When a request data is sent out from the personal communicator 1 via thetransmission paths 200, the request data is received through the headend130 and input by the control unit 120. The control unit 120 thencontrols one of the transmitters 111, 113 and 115 to retrieve datacorresponding to the request, and the retrieved data is sent out via theheadend 130 to the transmission paths 200.

The transmission paths 200 is coaxial cables and connected to aplurality of personal communicators 1.

As shown in FIG. 1, the personal communicator 1 includes a terminalmodem 3, timer 4, CPU 5, input device 6, ROM 7, memory 8, video imagecircuit 9, sound source 10, audio amplifier 11, speaker 13, imagecomposite circuit 15, monitor 16, controller connector 21, microphoneconnector 23, data input/output controller 25 and data input/outputconnector 27.

The terminal modem 3 is connected to the transmission paths 200 andincludes modulator/demodulator 3a and video tuner 3b which selects achannel of the image to be projected.

The input device 6 may be a keyboard or mouse, and is used for inputtingdesignation of a desired game or karaoke data or other instructions.When a controller 31, which is for exclusive use for playing videogames, is connected to the controller connector 21, the controller 31can be operated only for playing game. The controller 31 is providedwith joy sticks or other control buttons commonly provided onconventional video game machines.

By connecting a microphone 33 to the microphone connector 23, the usercan have his voice output from the speaker 13.

The data input/output connector 27 is connected via data output cable 37to a printer 40, personal computer 41, or other apparatus.

The operation effected on the CPU 5 will be now explained referring tothe flowchart of FIG. 3.

When power is supplied, a main menu is displayed, among which "call hostfacility" is selected.

First, category selection page are displayed at step S1000. The displayincludes the instruction of "select a category" and a list of availablecategories such as game and karaoke. Selected category is nextdetermined at step S1010. Subsequently, operation selection pagecorresponding to the selected category is displayed at step S1020. Thedisplay of the operation selection page includes an instruction to theoperator and the list of available operations in the selected category.When the operator inputs his direction responsive to this instruction,corresponding respective operation process is performed at step S1030.In preparation for the respective operation process, the personalcommunicator 1 is connected to the host facility 100 such that theinteractive communication can be performed between the personalcommunicator 1 and the host facility 100.

The above procedure is further explained in detail, only forexemplification purpose, hereinafter referring to FIGS. 4, 5 and 6.

When "game" category is selected at step S1000, operation selection pageshown in FIG. 4 is displayed, with an instruction 301 and operation list303 shown on the screen. The operation list has three items of item A,item B and item C. The item A has a first game number box 305, intowhich the operator can directly input a game number representative of aspecific game to receive his desired game data. The item B is theoperation to display the list of the game numbers now available from thegame data base 101 of the host facility 100. The item C is the operationto display charges, for example the accumulated cost for the month orthe past month(s).

When the operator wishes to play game, the item A or B is to beselected. For example, if the operators knows the game number of thegame he wishes to play, the operator moves the cursor on the screen tothe first game number input box 305, and inputs his desired game numbertherein. If the operator does not know the game number, he selects theitem B.

When the item B is selected, data concerning the list of game numbersare sent from the host facility 100 and displayed on the screen. Asshown in the FIG. 5, the list displayed by selecting the item B has aninput part 311 and display part 313. The display of the game list 313can be scrolled to display further list of games. The display part 313displays the number of players able to participate in the play and thecharge, in addition to the game numbers and the game name. The operator,referring to these information on the screen, inputs his desired gamenumber into a second game number input box 315 of the input part 311.

When selecting a game for the first time, the operator may wish to knowthe feature or outline of the game. In this case, the operator inputsthe selected game number into an explanation box 317 of the item Y ofthe input part 311. As a result, the outline of the game is explained onthe display part 313.

The game list can be printed out such that the operator can refer to theprinted game list when he selects a game in other occasion. Forprinting, the item Z of "print" in the input part 311 is to be selected.In response, the game list is printed, via the data input/outputconnector 27 and data output cable 37 shown in FIG. 1, at the printer40.

The process which is effected when a game number is input in the firstgame number box 305 of the item A shown in FIG. 4 or in the second gamenumber box 315 of the item X shown in FIG. 5 will be now explainedreferring to FIG. 6.

First, game request data is generated at step S1100. The game requestdata includes the identification number of the calling personalcommunicator 1 and the desired game number. The generated game requestdata is then sent out to the host facility 100 at step S1110.

At the host facility 100, the received request data is input by thecontrol unit 120 through the headend 130. Subsequently, game datacorresponding to the request is retrieved from the game data base 101 bythe game data transmitter 111. The retrieved game data is sent out viathe headend 130 to the transmission paths 200 and to the correspondingpersonal communicator 1. First and second predetermined time periods,which will be described later in detail, are also sent out to thepersonal communicator 1.

Turning back to FIG. 6, the game data is received at the personalcommunicator 1 at step S1120 and stored in the memory 8 at step S1130.When the storage of the game data into the memory 8 is completed, thecompletion is indicated on the monitor 16 at step Sl140. Further, dataindicative of the completion of the game data transmission is sent outto the host facility 100 at step Sl150 as the last step of the instantprocess step, and the personal communicator 1 awaits next operation.When, for example, game play is instructed by the next operation, thegame stored in the memory 8 is started.

The game data stored in the memory 8 is automatically deleted, as shownin the flowchart of FIG. 7, in the following manner.

The game data received by the process shown in FIG. 6 is deleted, asshown in FIG. 7, in the following manner. First, the time when the datareceipt is completed is read out at step S1200. The current time is alsoread out and the time period which has elapsed after the completion ofthe data receipt is calculated at step S1210. Next, it is determined, atstep S1220, whether or not a first predetermined time period haselapsed. If "NO" is determined at the step S1220, the flow goes back tothe step S1210. Thus, when the first predetermined time period haselapsed, a warning is given at step S1230. Further elapsing time periodis calculated at step S1240. When it is determined, at step S1250, thata second predetermined time period has elapsed, the game data stored inthe memory 8 is deleted at step S1260, and the instant process ends.

The warning given at step S1230 may be a various form of warning, suchas a message reading "Time Out in Five Minutes|" on the monitor 16, oralarming sound. Therefore, the addition of the first predetermined timeperiod of the step S1220 and the second predetermined time period of thestep S1250 is the useful life period of the received game data. Thewarning may be provided a plurality of times, such as five minutes, twominutes and one minute before the deletion of the game data. Warned bythis warning, the player can print the current status of the gameprogress, for example which player corresponds to which character in thegame or the top scorer at the time, at the printer 40 before quittingthe game play. The printed data is useful when the player resumes thegame play.

Furthermore, when the host facility 100 receives the data indicative ofthe transmission completion at the step S1150, the host facility 100performs the charging process to accumulate the cost for its datatransmission service. There are known two systems to charge the cost.One is the fixed amount system and the other is the pay-per-play system.In the fixed amount system, the fixed amount cost, for example monthly,is predetermined. In the pay-per-play system, the cost is charged pereach play.

The charging system is dependent on the form or condition of thecommunication service to be rendered. In practical charging system, thecost would be varied with respect to the complicatedness or scale of thegame data provided. The cost would be also varied depending on whetherthe game is new or old in the market. In the present embodiment, thepay-per-play system is adopted and the cost for the data service to eachterminal communicator is charged every time the data indicative of thetransmission completion is sent from the personal communicator 1 at thestep Sl150. The payment would be made, using the automatic transfersystem, by debiting the amount to the bank account of the players.

However, the pay-per-play system has a problem: the player cannot knowthe total amount of the accumulated cost before actual payment. If thepayment is made using the automatic transfer system, the player may noteven notice his considerable expenditure on the game play. This problemis solved by the arrangement shown in FIG. 4. If the player selects theitem C of the operation list 303, the present accumulated cost and theprevious cost, such as the payment made previously or the costaccumulated in the past half or whole year, are shown on the screen.Thus, the parents can know the accumulated cost for their child's videogame play.

By utilizing the communication system, the player need not purchase agame cassette or other software for playing video games, since the gamedata is provided by the host facility which received the game datarequest sent by the player from his personal communicator 1. Further,the game data provided to the player is temporarily stored in the memory8 serving as temporary storage means of the personal communicator 1,thereby releasing the host facility to serve other personalcommunicators 1 requesting game data. The host facility is thus enabledto respond to a greater number of callers having personal communicators1.

Furthermore, the game data stored in the memory 8 is deleted in apredetermined time period after it was received at the personalcommunication 1. In other words, the useful life of the game data at thepersonal communicator 1 is limited. As a result of this arrangement, inorder to continue the game play at the end of the predetermined timeperiod, the player again needs to request the game data to the hostfacility 100. This arrangement is therefore prerequisite so long as thegame data transmission service is not free of charge. In contrast, if itwere possible to down-load the game data to the communication terminaldevice at the end of the player, he could play the game permanentlywithout calling the host facility 100. Consequently, the service costper each transmission would be higher than the normal price of the gamecassettes. The above described arrangement solves this problem and meetsthe need of the software distributors.

The arrangement is also beneficial to the players since the service costper each transmission can be considerably lower than the price of eachgame cassette. Therefore, the player who conventionally has to buy anexpensive game cassette, even if he plays the game only once, can besatisfied with the reasonable cost of the transmission.

The arrangement proves its superiority also in respect of childdiscipline. Video game players are in most cases younger children, whooften become too much absorbed in playing video games to quit in themiddle thereof. The above arrangement according to the present inventionleaves these children no other choices but to quit the play when apredetermined time period has elapsed. Thus, the arrangement meets therising demand of the parents.

The above embodiment is explained on the premise that the game is playedby a single player using only a single personal communicator 1. However,a plurality of players in remote places can play the same game together.

For example, the transmission paths 200 or telecommunication lines isutilized to connect a plurality of personal communicators 1 to oneanother such that the interactive communication can be performedtherebetween. When the plurality of personal communicators 1 aresupplied with the same game data, the players have the same gamecharacters in common. Therefore, the data to be transmitted among theplurality of personal communicators are only character number data andthe position data. Thus, the players together participate, on a realtime basis, in the same game on the monitor 16 of respective personalcommunicator 1.

Map data of a role-playing game may be divided according to the progressdegree of the story and the divided map data be sold separately. Whenthe game progresses and the player wishes to play on a more advanced mapdata, the player is to purchase and download the advanced map data. Inthis case, arrangement is provided such that the player cannot purchasethe advanced map data until the "capacity" or the progress degree of thecharacters in the game reaches a predetermined degree or level.Accordingly, using the interactive communication system, the player isto ask the host facility 100 for the proof of the capacity. In response,data proving the capacity or level of the characters may be transmittedfrom the host facility 100. The capacity proof sent from the hostfacility 100 would be printed out by the printer 40 or transmitted tothe player's facsimile machine, as a certificate.

It will be now explained how the communication system of the presentinvention is adopted to karaoke. The procedure to communicate thekaraoke data is basically similar to the above described procedure tocommunicate the game data. Therefore, the explanation of the similarportion of the procedure are omitted for simplification. When using thesystem for karaoke, the microphone 33 is connected to the microphoneconnector 23 of the personal communicator 1.

When "karaoke" is selected on the category selection page at step S1000,an operation selection page similar to that of FIG. 4 is displayed onthe screen. Specifically, an item A of a desired karaoke number, item Bof the karaoke number list, and item C of charge are displayed. If theoperator wishes to start karaoke, the operator is to input his desiredkaraoke number in the corresponding box at the item A or B.

Karaoke request data is then generated at the personal communicator 1and sent out to the host facility 100. The host facility 100, receivingthe request, controls the karaoke data transmitter 113 to retrieve acorresponding karaoke data from the karaoke data base 103, and sends outthe retrieved karaoke data to the personal communicator 1.

The karaoke data received at the personal communicator 1 is stored, assong data, in the memory 8 via the modulator/demodulator 3a. At the sametime, the CPU 5 sends song selection data, which is predeterminedaccording to the type of each song, to the video tuner 3b in order toselect visual data suitable to the selected song. Further, the CPU 5synchronously outputs to the video image circuit 9 and the sound source10, respectively, words data and accompaniment data included in the songdata stored in the memory 8. The video image circuit 9 converts theinformation concerning the words and other element of the song intoword/image data and outputs the word/image data to the monitor 16.

The sound source 10 converts the accompaniment data into audio signals,and outputs the audio signals to the audio amplifier 11. Subsequently,the audio amplifier 11 synthesizes the audio signals and the voicesignals sent from the microphone 12, amplifies these synthesized signalsand outputs to the speaker 13 as sound signals. On the other hand, thevideo tuner 3b reads out background visual data selected according tothe song selection data, and outputs to the image composite circuit 15.Then, the image composite circuit 15 synthesizes the background visualdata and the words/image data and outputs the video signals to themonitor 16.

The procedure for playing karaoke music will be further explained indetail.

The song data sent out from the host facility 100 via the co-axialcables as transmission paths 200 includes multiplied RF signals of videoinformation and RF signals converted from the song data. The CPU 5 ofthe personal communicator 1 sends the song selection data to the videotuner 3b of the terminal modem 3 in order to select the video channelaccording to the received song data. The song selection data ispredetermined according to the genre of songs. Consequently, the songdata is sent to the sound source 10 and the karaoke music is played.

When the karaoke music is ended, data indicative of the end of the playis sent to the host facility 100. In response, the host facility 100performs the charging process. In contrast to the pay-per-play system ofthe game data service, the cost for providing the karaoke music may becharged, for example per hour, since a single karaoke music is only aseveral minutes long. Further, the automatic deletion process as in thetransmission of the game data is not necessary in the case of sendingthe karaoke data. Instead, when the present system is used forcommunicating karaoke data, the memory 8 also functions as retainingmeans for retaining the karaoke data stored in the temporary storagemeans so long as the power is supplied to the personal communicator 1.

By utilizing the communication system, the karaoke singer need notpurchase a video disk or other karaoke software, since the karaoke datais provided by the host facility 100 which received the karaoke datarequest sent by the karaoke singer from his personal communicator 1.Further, the karaoke data provided to the karaoke singer is temporarilystored in the memory 8 serving as temporary storage means of thepersonal communicator 1, thereby releasing the host facility 100 toserve other personal communicators 1 requesting karaoke data. The hostfacility 100 is thus enabled to respond to a greater number of callershaving personal communicators 1.

This invention has been described above with reference to the preferredembodiment as shown in the drawings. Modifications and alterations maybecome apparent to one who skilled in the art upon reading andunderstanding the specification. Despite the use of the embodiment forillustration purposes, it is intended to include all such modificationsand alterations within the scope and spirit of the appended claims.

In this spirit, it should also be noted that in the embodiment, thepersonal communicator 1 is integrally provided with the monitor 16 andthe speaker 13. However, any other external monitor or speaker may beconnected to the personal communicator 1 and utilized. For example, atelevision receiver may be connected to the personal communicator 1,thereby outputting the video information and the audio information onthe television receiver. In this case, the personal communicator 1 maybe provided with a small display, on which the selection pages as thoseshown in FIGS. 4 and 5 would be displayed.

Furthermore, the transmission paths 200 may be existing co-axial cablesfor cable television system, thereby structuring the communicationsystem of the present invention as a multimedia interactivecommunication system. In this way, video and audio information ofsatellite television service, video disk, radio program, and othervarious form of available software are equated to the other data baseshown in FIG. 2. Such personal communicators 1 of the present inventioncan be provided in each individual's home or hotel room and othervarious situations and places.

By utilizing the communication system, the user need not purchase a gameor karaoke software, since the game or karaoke software is provided bythe host facility 100 which received the data request sent by the userfrom his personal communicator 1. Further, the data provided to the useris temporarily stored in the memory 8 serving as temporary storage meansof the personal communicator 1, thereby releasing the host facility 100to serve other personal communicators 1 requesting data. The hostfacility 100 is thus enabled to respond to a greater number of callershaving personal communicators 1.

Furthermore, if the data stored is game data, that game data is deletedin a predetermined time period after it was received. This arrangementis beneficial to the data distributors since the repeated game playusing the same game data provided only once is prevented.

In the above described embodiment, the game data stored in the memory 8is deleted in order to interfere with the progress of game. Alternativearrangements to this are provided by the present invention, as shown inFIGS. 8A through 8D. In the arrangement of FIG. 8A, the view on a screen161 of the monitor 16 is blocked with patterns of stripes 162 displayedthereon. Instead, the view displayed on the screen may be partlydeleted. In the arrangement shown in FIG. 8B, only an opponent of boxinggame, who is to be displayed on an area 163 of the screen 161, isdeleted. Still another alternative is provision of a switch 131 shown inFIG. 8C for a speaker circuit, which, when turned off, withholds thesound that would otherwise be issued from the speaker 13 during thegame. Further alternative is provision of a switch 61 shown in FIG. 8Dwhich invalidates the operation on the input device 6 or the controller31. The switches 131 and 61 may be mechanical components or may besoftware operation. For instance, actuation of the sound source 10 maybe halted by the CPU 5, or the CPU 5 may reject signals from the inputdevice 6 or the controller 31. As still further alternative, the powerof the personal communicator may be turned off when the CPU 5 determinesthat a predetermined time has elapsed after the game data was received.

In the described embodiment, when a predetermined time has passed afterthe game data was received from the host facility 100, the game datastored in the memory 8 is deleted. In this case, it may be arranged sothat the player can resume playing the game by paying a surcharge.Specifically, the process steps shown in FIG. 9 may be taken. As will benoted, the process steps S1200 through S1250 in FIG. 9 are identical tothose in FIG. 7, whereas at step S1260' the deletion of the game data iseffected only after it is stored in a temporary storage device,different from the process at step S1260. At next step S1270, it isdetermined whether or not a surcharge is paid. If the answer to the stepS1270 is given negative, it is next determined, at step S1280, whetheror not a predetermined time has elapsed after the game data in thememory 8 was deleted. If the answer to the step S1280 is given negative,the flow returns to step S1270. If the answer to the step S1280 is givenaffirmative, the process step ends.

If "YES" is determined at the step S1270, the game data stored in thetemporary storage device is restored into the memory 8 to permitresumption of game play, at step S1290. The flow then goes back to stepS1210.

The arrangement shown in FIG. 9 allows a player to continue playing gameas long as the player pays a surcharge. An instruction to pay thesurcharge can be given through the keys on the input device 6. Inresponse, the host facility 100 effects the charging process against theplayer.

In the embodiment shown in FIGS. 1 and 2, game data and karaoke data aretransmitted via communication lines. Alternatively, as shown in FIG. 10,the data may be sent via wireless transmission from a host facility 100'to a personal communicator 1'. In this case, the host facility 100' isprovided with a not-shown wireless transmission circuit including atransmitting/receiving antenna 150, and the personal communicator 1' isprovided with a not-shown transmitter/receiver circuit including atransmitting/receiving antenna 2.

Turning to FIG. 11, a further modification is proposed in which the gamedata is sent from a ground broadcasting station 100" or a satellitebroadcasting station. The game data, as it is received, is stored in thememory 8 of the personal communicator 1". In this case, the personalcommunicator 1" is connected with a tuner 300 so that the game isdisplayed on a wide screen of home TV set 400.

In both modifications shown in FIGS. 10 and 11, the game play isinterfered with when a predetermined time has elapsed after the gamedata was received at the personal communicators 1', 1". Of course, thearrangement shown in FIG. 9 may be incorporated into these arrangementsof FIGS. 10 and 11 to allow the player to continue playing game bypaying a surcharge.

Wherefore, having described the present invention, what is claimedis:
 1. A communication system having a host facility and communicationterminal device capable of communicating with said host facility, saidcommunication terminal device comprising:a controller for inputtinginstructions to play game, receiving means for receiving game data assent out from said host facility, game data storage means for storingthe game data received by said receiving means, game executing means forexecuting game by using the game data stored in said game data storagemeans, in accordance with instructions from said controller, displaymeans having a screen for displaying the progress of game by said gameexecuting means, clock means for keeping a predetermined time periodafter said receiving means received the game data, and interferencemeans for interfering with the execution of said game executing means byblocking the view on the screen on which the progress of game isdisplayed by display means when said clock means counts saidpredetermined time period, said host facility comprising:data filestorage for storing game data as well as duration data indicative of thepredetermined time period to be counted by said clock means, and sendingout means for sending out the game data and the duration data stored insaid data file storage to said communication terminal device.
 2. Thecommunication system according to claim 1, said communication terminaldevice further comprising:second clock means for keeping a predeterminedsecond time period after said receiving means of said communicationterminal device received game data, said predetermined second timeperiod being shorter that said predetermined time period counted by saidclock means, and alarm means for issuing an alarm when said second clockmeans counts said predetermined second time period, and therebyinforming that the time of interference by said interference means withthe effecting of said game effecting means will soon be performed. 3.The communication system according to claim 2, further comprising:thirdclock means for keeping a predetermined third time period after saidinterference means interfered with the effecting of said game effectingmeans, interference stop instruction means for instructing to stop theinterference performed by said interference means, and means forstopping the interference performed by said interference means andthereby allowing resumption of effecting of game performed by said gameeffecting means when the interference stop instruction means receivedthe instruction before said third clock means counts said third timeperiod.